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我有2个按钮(左和右)和一个包含所有55个图像的精灵表。我想知道,使用按钮浏览每个精灵的最佳方式是什么?使用按钮更改精灵 - Cocos2d
E.G. 按下左键并添加第一个精灵。按下右键,第一个精灵将被删除,第二个精灵将被添加。等等,直到它到达最后的图像。
这是精灵表
#import "cocos2d.h"
@interface GameScene : CCLayer {
CCSpriteBatchNode *pspriteSheet
}
+(CCScene *) scene;
@property (nonatomic, retain) CCSprite *p;
@end
----------------------------------------------------
#import "GameScene.h"
@implementation GameScene
@synthesize p = _p;
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
GameScene *layer = [GameScene node];
[scene addChild: layer];
return scene;
}
-(id) init
{
if ((self = [super init]))
{
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
@"PAnim.plist"];
pspriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"PAnim.pvr.ccz"];
[self addChild:pspriteSheet z:0];
}
return self;
}
- (void) dealloc
{
CCLOG(@"%@: %@", NSStringFromSelector(_cmd), self);
_p = nil;
[CCSpriteFrameCache purgeSharedSpriteFrameCache];
[CCTextureCache purgeSharedTextureCache];
[super dealloc];
}
我应该不断加入他们,消除他们?
E.G.
-(void)buttons:(CGPoint)touchLocation
{
if (CGRectContainsPoint(leftB.boundingBox, touchLocation) && tapP == YES && paused == NO) {
if (count == 1)
{
_p = [CCSprite spriteWithSpriteFrameName:@"p1.png"];
[pspriteSheet addChild:_p];
count = 2;
_p.position = ccp(240, 215);
}
if (CGRectContainsPoint(rightB.boundingBox, touchLocation) && tapP == YES && paused == NO) {
if (count == 2)
{
[pspriteSheet removeChild:_p cleanup:YES];
_p = [CCSprite spriteWithSpriteFrameName:@"p2.png"];
_p.position = ccp(240, 215);
[pspriteSheet addChild:_p];
count = 3;
}
}
这里就是 “按钮” 方法被调用
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
[self buttons:touchLocation];
return TRUE;
}
我有多个精灵表使用相同的方法(我不知道这是否使differen CE)。我可以使用它,因为我得到“EXC_BAD_ACCESS”错误或精灵甚至没有出现。有任何想法吗? – Jonathan 2011-05-04 05:45:58
我在“ccTouchBegan” – Jonathan 2011-05-04 05:49:43
中调用了我的“ - (void)按钮:(CGPoint)touchlocation”,我不太确定,因为我只改变了同一个batchnode中的显示帧。 – xuanweng 2011-05-07 15:26:39